Patch 7.10 notes

By Aether, Costy, Gentleman Gustaf, Luqizilla

Oh why, hello there!

Midseason has been here for a patch, which means it’s time to revisit the slate of changes and course-correct for any who aren’t hitting the mark. That means a few followup changes to the three tanks, additional usability for quests, and a tweak to Spirit Visage.

We’re also taking this time to hit some overperforming champions and bring them in line. Fizz and Lulu are no strangers to patch notes, and Ivern has been one of the top junglers for awhile now. Knocking them down a peg should leave other champions more room to shine.

Finally we’re delivering modernisation improvements to a number of champions. The scale ranges from playstyle updates for Heimerdinger — yes, that Heimerdinger — and Rammus — yes, that Rammus — but also small quality of life tweaks (animations for Riven or Jax).

But wait, there’s more! If you enjoyed the ARAM changes from last time, we’re adding more on top of them to streamline the Howling Abyss experience.

Whether you’re dropping turrets with Heimerdinger or tremoring them down with Rammus, see you on the Rift, summoners!
Paul "Aether" Perscheid Phillip "Costy" Costigan Mattias "Gentleman Gustaf" Lehman Lucas "Luqizilla" Moutinho

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Mid-Patch Updates

23/5/2017

No mincing words: Zac's 7.10 changes over-buffed him. With its new max health scaling, Stretching Strikes is dealing too much damage, so we're going harder on our initial base damage nerfs.

Zac

STRETCHING STRIKES BASE DAMAGE 40/60/80/100/120 30/40/50/60/70

21/5/2017

Charm abilities

BUGFIXES Fixed a few bugs with Ahri's E – Charm or Rakan's R – The Quickness interacting oddly with other effects

5/17/2017

Kled

BUGFIX Fixed a bug where Kled wasn't gaining his flat bonus movement speed towards enemies while dismounted
BUGFIX Fixed a bug where Kled wasn't moving the expected distance during his dismount

Maokai

BUGFIX Fixed a bug allowing Maokai to cast E - Sapling Toss globally

Zac

BUGFIX Fixed a visual bug where if Zac died while charging R - Let's Bounce!, his ult kidnap animation would play on top of him for the rest of the game

Champions

Heimerdinger

More turrets, more rockets, more grenades. W and E hits charge turret beam attacks. Passive grants self movement speed near turrets instead of ally/turret health regen.

ヽ༼ຈل͜ຈ༽ノ It’s been quite a while since Heimerdinger got any attention. His “nest of autonomous turrets” fantasy is unique, but when AI-controlled units comprise the bulk of Heimer’s strength, it becomes difficult to get Heimerdinger to a fair spot. On the one hand, Heimer deserves to be competitive against opponents who know the ins and outs of turret behaviour. On the other, when turrets are intelligent enough to fight enemies without Heimer’s assistance, they become overly punishing against players (and champions) who lack the ability to out-manipulate their AI.

That brings us to today’s update, which puts Heimerdinger more squarely in the driver’s seat of his turret gameplay. We’ve removed a number of turret “self-preservation” rules, meaning that deploying a turret is much less of a fire-and-forget affair. Rocket and grenade hits are now the primary means by which turrets charge their laser attacks, meaning Heimer needs to play an active role in fights to unleash their full potential. We’ve given power-ups to W and E to ensure Heimerdinger feels good about using the rest of his kit, which means he’ll also have more of an impact in fights where he’s unable to prep his turrets in advance.

Overall, this update gives the Revered Inventor more playmaking potential and fairer interactions with other champions. As always, we’ll be observing his statistical performance closely as his update deploys to live environments. Should any unexpected fluctuations in the trajectory of his aggregate data require further modulation of output variables, we’ll do appropriate science to get him in a stable spot. ヽ༼ຈل͜ຈ༽ノ

Base stats

BASE HEALTH REGEN 11 7
HEALTH REGEN GROWTH 1.75 0.55

newPassive - Hextech Affinity

SPEEDY HEIMER Heimerdinger gains 20% movement speed when within 300 range of allied turrets and turrets he creates

Q - H-28G Evolution Turret

More turrets early. Base damage down, ratio up. Beam attack charges more slowly but is massively accelerated by W and E hits. Turrets are less punishing toward melee enemies.

STACK LIMIT 1/2/2/3/3 3 at all ranks
STACK GENERATION 24/23/22/21/20 seconds 20 seconds
BASE DAMAGE 12/18/24/30/36 (+0.15 ability power) 6/9/12/15/18 (+0.3 ability power)
BEAM DAMAGE 40/60/80/105/130 40/60/80/100/120 (ability power ratio unchanged)
removedLOW-EFFORT CONTENT Turrets no longer prioritise nearby enemy champions or champions that attack them
removedFAREWELL Turrets no longer briefly remain active after Heimerdinger leaves the area
newBEAM CHARGE ABILITY BONUS Nearby turrets gain 20% charge for each W rocket that hits a champion and 100% charge if E’s grenade hits a champion (same bonuses apply to ult-empowered W and E casts)
BEAM CHARGE TIMER Turrets charge from 0 to 100% in 16 seconds 90 seconds
removedBEAM CHARGE ATTACK BONUS Turrets no longer gain 1/2/3/4/5% beam charge for each of their basic attacks
removedPREHEATED Turrets no longer spawn with 70% beam charge
CLARITY The charge bar is now white instead of dark blue

W - Hextech Micro-Rockets

MANA COST 70/80/90/100/110 50/60/70/80/90
COOLDOWN 11 seconds at all ranks 11/10/9/8/7 seconds
newBEAM CHARGE Each rocket that hits a champion grants 20% beam charge to all turrets within 1000 range of the damage (max 100% if all five rockets hit)

E - CH-2 Electron Storm Grenade

COOLDOWN 18/16/14/12/10 seconds 12 seconds at all ranks
RADIUS 210 250 (center stun zone unchanged)
newBEAM CHARGE If the grenade hits a champion, all turrets within 1000 range of the damage gain 100% beam charge
DISCO Heimerdinger can now lob the grenade onto himself

UPGRADE!!!’d E - CH-3X Lightning Grenade

BASE DAMAGE 150/200/250 150/250/350
RATIO 0.6 ability power 0.75 ability power

Rammus

Q is faster, has a shorter cooldown but also last for less time. W amplifies his passive but also slows Rammus. E grants attack speed, R now applies slows but does less damage.

While we originally passed on Rammus when planning our midseason work, we landed on an opportunity to give him some love later on in the process. Rammus’s playstyle, like his vocabulary, is overly simple: if he can navigate through a fight and Powerball a juicy target, the rest of his abilities are basically no-brainers. Once he’s in the enemy team, of course he wants to Taunt a priority target and of course he wants to be extra tanky and of course he wants to do damage. There weren’t enough points where he needed to think about when to use his abilities.

Reducing Powerball’s duration but having Rammus go faster more often will allow him to decide when he wants to try and chase someone or just back up. When he does go in, we’re giving his other skills slightly more complexity to give him decisions about how he wants to use them. Curling up will still make him incredibly tanky but at the expense of movespeed, and his ult will now steadily stack a slow on people around him. Now, the Armourdillo has to decide whether to slow one target to a crawl, or stand still while he takes the heat for the team.

newPassive - Spiked Shell

removedPHYSICAL SHELL Rammus no longer gains 25% of his armour as attack damage
newMAGIC SHELL Rammus’s basic attacks deal 8-20 (at levels 1-13) (+10% armour) bonus magic damage

Q - Powerball

COOLDOWN 16/14.5/13/11.5/10 seconds 16/13.5/11/8.5/6 seconds
DURATION 7 seconds 6 seconds
newCHANNEL Powerball is now a channelled effect
MAXIMUM MOVEMENT SPEED 155% 150-235% (at levels 1-18)
DAMAGE 100/150/200/250/300 100/135/170/205/240
SLOW 20/25/30/35/40% for 2 seconds 40/50/60/70/80% for 1 second
COLLISION DETECTION Radius slightly reduced, allowing Rammus to better navigate through enemies. Collision check rate increased, making collision more consistent.
AREA OF EFFECT Unchanged. In other words, Rammus will knock back, damage, and slow enemies in a larger area than the collision radius.
BUGFIX Rammus can now interact with Plants during Powerball

W - Defensive Ball Curl

COOLDOWN 14 seconds 6 seconds (starting when W ends)
DURATION 6 seconds (unchanged)
BONUS RESISTANCES 40/60/80/100/120 20 flat, plus 50/55/60/65/70% of Rammus’s total resistances
newCURLED UP Rammus slows himself by 60% while Defensive Ball Curl is active
newOK Rammus can now reactivate Defensive Ball Curl to end the effect early
newSPIKIER SHELL While Defensive Ball Curl is active, Spiked Shell is amplified by 50%
THORNMAIL-ESQUE Enemies that basic attack Rammus while Defensive Ball Curl is active take damage equal to 25/35/45/55/65 (+10% Rammus’s armour) Spiked Shell’s bonus damage (12-30 (+15% Rammus’s armour) while Defensive Ball Curl is active)

E - Frenzying Taunt

NAME Puncturing Taunt Frenzying Taunt
removedPUNCTURING Frenzying Taunt no longer reduces the target’s armour by 5/10/15/20/25
newFRENZYING Rammus gains 20/25/30/35/40% attack speed for the duration of the taunt (1.25/1.5/1.75/2.0/2.25 seconds)
newALRIGHT The attack speed buff’s duration constantly refreshes while Rammus’s other abilities are active

R - Tremors

DAMAGE PER SECOND 65/130/195 (+0.3 ability power) 40/80/120 (+0.2 ability power)
newARCHITECTURAL INSTABILITY Tremors deals double damage to structures
newSHAKY FOOTING Tremors slow affected enemies by 8/10/12% for 1.5 seconds. Subsequent tremors add an additional stack and refresh the duration (max slow: 64/80/96%)

Cassiopeia

For real thissssssssss time.

General

NO HOVER SNAKES Cassiopeia’s tail now follows her realistically as she moves and turns

Fizz

W base damages down, ratios up.

Stop us if you’ve heard this one before — a sticky assassin builds primarily defensively and yet still does enough damage to threaten tanks and squishies alike. Fizz’s changes this patch are just another shade of updates past — paring down his base damage while boosting his scaling to compensate.

W - Seastone Trident

BLEED DAMAGE 25/40/55/70/85 (+0.33 ability power) 20/30/40/50/60 (+0.4 ability power)
ACTIVE DAMAGE 25/40/55/70/85 (+0.33 ability power) 20/30/40/50/60 (+0.4 ability power)
ACTIVE DAMAGE VS MARKED ENEMIES 75/120/165/210/255 (+1.0 ability power) 60/90/120/150/180 (+1.2 ability power)

Graves

Q base damages down, ratios up. R cooldown increased at early ranks.

Despite changes earlier in the season, we’re still seeing enemies of the Outlaw torn asunder. Our approach this patch is to hit his early game in two-pronged fashion. First, we’re shifting some of End of the Line’s power to its bonus attack damage ratios, reducing his early game burst. We’re also hitting Collateral Damage’s cooldown in the early game, as it can often feel like his ult is always available. This should force Graves to really consider the best time to use Collateral Damage, rather than just firing it on cooldown.

Q - End of the Line

Q1 BASE DAMAGE 55/70/85/100/115 40/55/70/85/100
Q1 RATIO 0.75 bonus attack damage 0.8 bonus attack damage
Q2 BASE DAMAGE 80/125/170/215/260 80/110/140/170/200
Q2 RATIO 0.4/0.6/0.8/1.0/1.2% bonus attack damage 0.4/0.7/1.0/1.3/1.6 bonus attack damage

R - Collateral Damage

COOLDOWN 100/90/80 seconds 120/100/80 seconds

Jax


For a character whose gameplay revolves around basic attacks, Jax’s attack animations left some to be desired.

General

POW POW POW POW Jax’s basic attack, empowered attack, and crit animations have been improved across all skins to better match the moment damage is applied and generally feel more responsive

Ivern

Movement speed reduced. Passive groves cost more health and mana.

As Ivern players have gotten better at planning jungle routes - or adapting them on the fly - one thing has become clear: he is too able to keep one step ahead of opposing junglers. The relatively low costs on Friend of the Forest give Ivern insanely flexible paths, which means even when opposing teams do a good job at tracking him, he’s able to change plans without much cost. Specifically, his ability to save Smite for clearspeed — and not require its sustain — allows him to save smite for invades without sacrificing much in the way of channeling his own camps.

Base stats

MOVEMENT SPEED 330 325

Passive - Friend of the Forest

BASE HEALTH COST 25% 33%
BASE MANA COST 30% 33%

Lee Sin

Movement speed reduced. R cooldown increased.

Lee Sin has more uptime than almost any jungler, thanks to how easily he can move around the map and how often his ultimate is up. The Blind Monk already has two gap-closers that let him chase — or escape — enemy champions. Having best-in-class movement speed on top of that seemed like overkill.

Base stats

MOVEMENT SPEED 350 345

R - Dragon's Rage

COOLDOWN 90/75/60 seconds 110/85/60 seconds

Lulu

Base health reduced. E shield strength reduced.

Lulu’s become the pick when you want someone with a bit of everything — Aggression? She has it. Protection? She has it. The problem gets real when the Fae Sorceress becomes the best option in both cases, outshining the rest of the enchantress club. We’re leaving Lulu’s poke and trade potential intact, but softening her durability so opponents can better punish missteps and poorly-chosen trades.

Base stats

HEALTH 553 525

E - Help, Pix!

BASE SHIELD STRENGTH 80/120/160/200/240 70/105/140/175/210

Kassadin

E hitbox modernisation.

It’s time, Kassadin.

E - Force Pulse

MODERNISATION Force Pulse now determines what it hits at the end of its cast time, rather than the start
RANGE 585 600

Maokai

Q mana and cooldown down. Q knockback distance slightly increased. E damage reduced.

While Maokai’s update gave him the desired incentives to play around brush, empowered saplings are dealing too much damage in the early game (especially if maxed first). This is particularly prevalent at game-start: a single empowered sapling massively interferes with the enemy jungler’s initial clear. We’re reining in sapling damage so E spam doesn’t remain the strongest thing Maokai can do.

With saplings powered down in the early game, we wanted to be sure Maokai still has the strength he needs to make it through the jungle and top lane. We’re upping the impact of his melee-range tools to give him the means to hold his own mid-combat.

Passive - Sap Magic

removedCAN’T SAP STONE No longer procs against structures
CAST TIME 0.275 seconds 0.25 seconds (still scales down with Maokai’s attack speed)

Q - Bramble Smash

COST 45/50/55/60/65 mana 50 mana at all ranks
COOLDOWN 8/7.5/7/6.5/6 seconds 8/7.25/6.5/5.75/5 seconds
KNOCKBACK DISTANCE Slightly increased (maximum ~275 ~300)

E - Sapling Toss

COST 60 mana at all ranks 60/65/70/75/80 mana
BASE DAMAGE 45/70/95/120/145 25/50/75/100/125
ENEMY HEALTH RATIO 6/6.5/7/7.5/8% (+2% per 100 ability power) target’s max health 8% (+2% per 100 ability power) target’s max health
WHOOPS Empowered Sapling damage over time is now properly treated as a damage-over-time effect (empowered saplings can no longer single-handedly proc Thunderlord’s Decree)

R - Nature's Grasp

BUGFIX Fixed a bug that caused Nature’s Grasp to fire without going on cooldown if Maokai died while casting it

Rakan

Q cast range increased. W damage increased at later ranks. E shield decreased at later ranks.

While other enchanters like Janna and Lulu naturally want to max their shields, that doesn’t seem particularly appropriate for Rakan. Rather than perpetually clinging to allies, the Charmer should feel good about busting a move in the middle of the enemy team. We’re rescaling a few of Rakan’s ability level-up incentives to encourage him to hit the dance floor.

We’re also giving Gleaming Quill’s cast range a bump. Rakan’s healing is potent on paper, but in practise, he doesn’t get to take advantage of it as often as as you’d expect. A range increase should provide Rakan better access to his healing, particularly in his more punishing matchups.

Q - Gleaming Quill

RANGE 800 900

W - Grand Entrance

BASE DAMAGE 70/110/150/190/230 70/115/160/205/250

E - Battle Dance

SHIELD VALUE PER CAST 50/85/120/155/190 50/75/100/125/150

Renekton

Cleanin’ up even more stuff.


W - Ruthless Predator

BUGFIX Fixed a bug where Ruthless Predator’s lockout time was shorter than intended (0.525 seconds instead of 0.75)
BUGFIX Fury-empowered casts no longer generate Fury
BUGFIX Fixed a bug where, when casting Ruthless Predator and queueing either Cull the Meek or Dice while at 100 Fury, the queued ability would sometimes not be empowered or consume Fury

E - Slice and Dice

BUGFIX Fixed a bug where Slice and Dice’s ranges were shorter than intended (400 instead of 450)
BUGFIX Fixed a bug where Slice and Dice’s dash speeds were slower than intended (650 instead of 750)

Riven

Timing of Q animation cancelling is more consistent. If you don’t know what animation cancelling is, you should just skip this section.

While animation cancelling has been integrated into Riven’s coding for some time now, there are still a lot of timing inconsistencies that make learning her frustrating, especially for players on higher-latency connections. We’re cleaning these up so mastering Riven feels like a test of your reflexes, not your internet connection.

General

CONSOLIDATION Runic Blade’s buff duration, Broken Wings’s recast window, and Blade of the Exile’s buff duration are now tracked as timers overlaid above their ability icons, rather than via buff bar icons

Q - Broken Wings

CONSISTENCY The timing around when Riven becomes able to animation cancel Q casts, as well as how long she has to animation cancel, have both been made more consistent
NO FUN Riven can no longer joke, taunt, or laugh during Broken Wings’s animations
PING ME PLS Broken Wings can more reliably target units on high-latency environments
WHAT? Fixed a bug where the knockback on Broken Wings’s third cast ended sooner than intended if it interrupted a different displacement effect or if the target collided with terrain

E - Valor

SHOW IT Fixed a bug where spell queueing sometimes didn’t properly work when casting Valor during Broken Wings’s animation

Sejuani

Frost Armor grants fewer flat resistances at early levels.

Sejuani came out of the midseason gates more ferociously than we had intended. Her mid-patch follow up brought her much closer to an acceptable balance state but Frost Armor is still out of line in early game fights (particularly in lane). With these changes, the Fury of the North will still be tough while Frost Armor is up in the late game, but won’t be as overbearing in early scraps.

Passive - Fury of the North

FROST ARMOR FLAT RESISTANCES 100 at all levels 20/60/100 at levels 1/7/14

Q - Arctic Assault

HITBOX Shifted slightly to address instances where Sejuani collided with targets behind her

W - Winter's Wrath

These changes mostly cancel each other out since Winter’s Wrath takes about a second to complete. Slight cooldown increase overall.

COOLDOWN PARADIGM Cooldown starts on-cast once both swings are complete
COOLDOWN 10/9/8/7/6 seconds 9/8/7/6/5 seconds

Udyr

Mana costs reduced.

Back in 7.8 we made some adjustments to everyone’s favourite ManBearTigerTurtlePhoenixMonkey. Within that set of changes we tweaked Udyr’s mana costs to decrease per level rather than spell rank. The aim was to make low-rank abilities less of a drain on Udyr’s mana overall, but he lost the ability to aggressively reduce the mana costs of his main stances in the process. We’re further reducing his mana costs across the board, allowing him to go about his shapeshifting business less inhibited. We’ll likely have more follow-up changes once we’ve seen how a non-OOM’d Udyr performs, but for now you can spam to your heart's content, dear Udyr main.

General

MANA COSTS 50-33 (at levels 1-18) 45-28 (at levels 1-18)

Yorick

Quality-of-life improvements.

Yorick is pretty reliant on his summoned units, whether that’s graves, Mist Walkers, or The Maiden. Some of those units had unintuitive or frustrating behaviour, so we’ve made some quality of life changes.

Passive - Shepherd of Souls

INDEPENDENCE Mist Walkers no longer perish when they move too far away from Yorick or the Maiden

Q - Last Rites

GRAVE CONVENIENCE If Lasts Rites kills a unit when Yorick has max graves, the furthest grave will now be replaced rather than no grave being spawned

R - Eulogy of the Isles

BUGFIX The Maiden’s stats now increase when Yorick puts another skill point into Eulogy of the Isles, rather than remaining unchanged until Yorick summons her again

Zac

Q deals damage based on Zac’s max health. W and E are easier to cast during Q. E knockup duration increases over charge time.

We’ve seen steady improvement in Zac’s performance since his update landed, but there are a few rough edges to smooth out while things are still malleable. Most notably, we were overly cautious in preventing Elastic Slingshot’s knockup from guaranteeing Let’s Bounce!’s kidnap, which has left Zac’s signature move feeling pretty flat. We’re restoring Slingshot’s oomph as a long-range initiation tool and slightly bumping up Let’s Bounce!’s channel time to preserve a brief window for enemies to panic-Flash the kidnap. We’ve also got a suite of improvements for Stretching Strikes. Many are usability improvements: the slam effect is more reliable against jungle camps and minion waves, and Zac won’t lock himself out of his other skills for as long. Toss in a few direct power-ups, and Stretching Strikes should pack more of a punch across the board.

Q - Stretching Strikes

DAMAGE 50/70/90/110/130 (+0.3 ability power) 40/60/80/100/120 (+0.3 ability power) (+2.5% Zac’s maximum health)
SECOND HIT BONUS ATTACK RANGE 100 125
SECOND HIT BLOB GENERATION Generates a blob if Zac hits a second champion a second enemy of any kind
SLAM DAMAGE RADIUS 200 300
BUGFIX If Stretching Strikes’ second hit would kill a minion or monster, the target will now wait to die until after Zac has slammed it into Stretching Strikes’ first target
PRECISE STRIKES If Stretching Strikes’ first target is standing on top of other enemies, the second hit will now reliably choose a different target than the first
MULTITASKING Zac can now cast Unstable Matter and queue up Elastic Slingshot during Stretching Strikes’ second attack and while slamming two targets together.

E - Elastic Slingshot

KNOCKUP DURATION 0.5 seconds 0.5-1 second, based on how long Zac charged Elastic Slingshot

R - Let's Bounce!

TIME TO FULLY CHARGE 1 second 1.1 seconds

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Items

Ancient Coin Line

We don’t think Ancient Coin needs any major power or directional changes at the moment, but we see room for a few feel-good/quality of life changes.

Favor passive

CONSISTENCY Siege minions now always drop a coin (overall coin generation unchanged on average)

Quest reward

EMPEROR’S FAVOR The bonus skill point now behaves as if you’re one level higher than you actually are

Nomad's Medallion

Talisman of Ascension is the more generalist support item, so we’re shifting Nomad’s Medallion and its upgrades to carry some health regeneration (good for everybody).
BUILD PATH Ancient Coin + Faerie Charm + 375 gold Ancient Coin + Rejuvenation Bead + 350 gold (total cost unchanged)
HEALTH REGEN +25% base health regen +50% base health regen

Talisman of Ascension

HEALTH REGEN +150% base health regen +175% base health regen

Eye of the Oasis

HEALTH REGEN +100% base health regen +125% base health regen

Relic Shield Line

Every Targon’s support knows the frustration of trying to execute minions late game, so we’re making it a bit easier to get a hit in once Relic Shield’s been upgraded to either of its final forms.

Face of the Mountain

SPOILS OF WAR Face of the Mountain grants melee champions 150 bonus attack range and slightly increased attack speed against minions that can be executed by Spoils of War

Eye of the Equinox

SPOILS OF WAR Eye of the Equinox grants melee champions 150 bonus attack range and slightly increased attack speed against minions that can be executed by Spoils of War

Spellthief’s Edge Line

The whole point of the lockout on Spellthief’s Edge is to prevent champions from both farming waves and using the gold item - at least without some tradeoff. However, it was also punishing supports too harshly when they happened to kill a minion while poking. We’re shifting the mechanic so that minion kills may harm your overall Tribute output, but won’t stop you from using any Tribute stacks you already had.

Tribute passive

MINION PENALTY Killing a minion disables Tribute procs for 6 seconds per minion slain pauses Tribute stack generation for 6 seconds per minion slain

Spirit Visage

Health increased. Magic resist and health regeneration decreased.

Spirit Visage is still occupying the slot of “magic resist item you want most of the time”. To leave room for competitor items to shine against magic damage, we’re toning down overall stat pool and shifting its magic resist down a little bit.
HEALTH 425 450
MAGIC RESIST 60 55
HEALTH REGENERATION +200% base health regen +100% base health regen

Active Item Tracking

A continuation of last patch’s work to add recognition to active item effects!
  • Righteous Glory: Number of takedowns enabled by the shockwave
  • Banner of Command: Damage dealt to turrets by empowered minions (in addition to existing gold earned stat)
  • Zz’Rot Portal: Damage dealt to turrets by empowered minions (in addition to existing gold earned stat)

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Rift Herald

Enemy awareness improvements around Rift Herald.
GLOBAL QQ Rift Herald’s death cry is now global when killed as a neutral objective
AWARENESS Added a chat notification for the enemy team indicating which player picked up the Eye of the Herald
MY PEOPLE NEED ME Rift Herald pings the enemy team whenever she prepares to leap at a turret

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Howling Abyss

Melee champions now have resistance aura, gold flow increased, inhibitor respawn sooner, significant minion changes.

In Patch 7.8 we focused on game pacing and reducing the frequency of stalemates. This patch is a follow up, touching a few things that came up as result of the last changes.

Howling Abyss aura

Thanks to the increased mana regen on Howling Abyss, mages are able to spam poke out a bit harder, which makes melee champions’ lives harder than they should be.
newFREEBIES Melee champions now gain 10 magic resist

Gold pacing

More gold means getting more items faster. It’s just like math! Wait a second….
AMBIENT GOLD 5 per 5 seconds 5.5 per 5 seconds
GOLD PER NEARBY MINION KILL Being near an enemy minion death without last-hitting it grants 3 gold 5 gold

Minions

Siege minions exert a bunch of pressure on towers, but whichever team has the waveclear to get their siege minion to the opposing tower is the only team which gets to use that pressure. We’re alternating siege minion spawns between sides to give teams with less wave clear a chance to also exert pressure.
newTAKE TURNS The first wave has no siege minions. From there, Siege minion spawns now alternate between teams, starting with blue side in wave 2 and red side in wave 3
MINION GROWTH Minions become stronger every 60 seconds (every 2.4 waves) every 50 seconds (every 2 waves)
MELEE MINION DAMAGE GROWTH +0.5 every 2 waves +1.0 every 2 waves
CASTER MINION DAMAGE GROWTH +1.5 every 2 waves +2.0 every 2 waves

Super minions

Last patch’s changes to minion wave spawn rates inflated the number of super minion-empowered waves, so we’re bringing inhibitor respawn times down to match. We’re also tweaking super minion resistances to give both types of damage threats the same chance to kill them.
INHIBITOR RESPAWN TIMER 300 seconds 250 seconds
BASE ARMOUR 100 60
BASE MAGIC RESIST -30 10
MOVEMENT SPEED AURA Always active Only active while the minion is out of combat

Rod of Ages

STACKING Gains a stack once per minute every 40 seconds

Tear of the Goddess

STACKING Grants +4 maximum mana +6 maximum mana on spellcast or mana expenditure

Archangel's Staff

STACKING Grants +8 maximum mana +12 maximum mana on spellcast or mana expenditure

Manamune

STACKING Grants +4 maximum mana +6 maximum mana on basic attack, spellcast, or mana expenditure

Guardian's Hammer

ATTACK DAMAGE 15 20

Guardian's Orb

ABILITY POWER 30 35

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Twisted Treeline

Super minion armour decreased, magic resist increased.

After playing with buffed super minions on TT we realised they are not quite tuned to 3 people so we’re tweaking their values so everybody can effectively kill them.

Super minions

BASE ARMOUR 100 60
BASE MAGIC RESIST -30 10

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Pulsefire Ezreal Update

The adventurous time-law fugitive now has newly-upgraded specs. Learn more about his update.
  • Updated VO
  • Updated basic attack animations
  • Updated VFX
  • Updated texture for all four forms
  • New recall animation
  • New homeguard animation

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Crowd Control Display

As a follow up from the last patch, we’re adding Polymorph and Grounded to the crowd control display table! More to come soon.

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Ping Muting

The new ping-mute button axes standard pings, smart pings, and the newer HUD pings. The old mute-chat button is still there, and still mutes chat as well as extracurricular animations (/d) and emotes (ctrl+6).
DON’T WANT TO HEAR IT Find the ping-mute button on the tab menu, right next to the chat-mute button.

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Rotating Game Mode

Claim the incredible power of Ascension to conquer the Crystal Scar of Shurima. Ascension runs live between 11am – 3am AEST from 19/5/17 – 22/5/17 and 26/5/17 – 29/5/17.
Check out this Ascension post for more details on the rotating game mode. For those who just need a TL;DR:
  • Go 5v5 to claim the incredible power of Ascension by taking down Ancient Ascendant Xerath. Use Ascension to conquer the Crystal Scar of Shurima.
  • First team to reach 200 points wins. Score:
    • 1 point for champion kills.
    • 3 points for capturing a Shuriman relic.
    • 5 points for landing the killing blow on an Ascended champion.
    • 2 points for each kill you acquire while Ascended.
Go forth. Conquer. Ascend.

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League Client Update

We retired the legacy client in many regions and over the next two weeks we’ll be completing the roll out of the new client.

You can find solutions to most common issues in the Known Issues section of our support site.

New features

newSTART NEW CONVERSATIONS IN CHAMP SELECT Now you can start new conversations with your friends during champ select. You can also see your friends list ordered by availability.
newBLOCK FROM ANYWHERE You can now manually block players from anywhere in the client. Navigate to the Block List in client settings, and type in their name to block. It's also now accessible when you right click player names in the "recently played" menu (find by clicking the "Add Friend" button on the social panel).

Notable Fixes

  • Fixed custom game lobbies showing the incorrect highest rank between game modes.
  • Fixed visual bug where players would sometimes see two party captains in a lobby after the original captain had left.
  • Fixed a bug where players couldn’t accept invites after the sender entered queue, or saw the summoner name display as “...”
  • QUIT button in the lobby has been replaced with X.

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Your Shop

Your Shop now works in the updated client and will have a grand re-opening to celebrate. For those not familiar with Your Shop:
  • The thoughtful Discountbot selects six skins that it thinks you’ll like and offers them at varying discounts. Beep boop.
  • These discounts may include Legacy skins not currently available in the store
  • If you receive a skin discount on a champion you don’t own, Your Shop will offer the champion and skin together as a bundle, with the same discount applied to both items
    • If you buy the champion individually through the store for no discount, Your Shop will automatically remove it from the bundle and offer the skin on its own
  • Ultimate, Legendary, Limited, Loot-exclusive, and relatively new skins (released in the last 3 months) will not be featured in Your Shop
Your Shop will be open from 19/5/17 at 05:00 AEST until 7/6/17 at 16:59 AEST.

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Queue Health Update


Ranked Solo/Duo

Ranked Flex

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Bugfixes

  • Vi’s R - Assault and Battery will no longer carry her into the enemy fountain if her target Recalls during the travel time
  • The tooltip for Sterak's Gage has been updated to clarify that the buff from Sterak's Fury lasts 8 seconds, but the shield from Lifeline only lasts 3 seconds
  • Gragas's E - Body Slam no longer rarely passes through targets standing next to terrain
  • Fixed a visual bug causing Lucian's Q - Piercing Light to not display its cooldown after firing if the initial target became untargetable or invulnerable durign the cast animation
  • Enemies no longer lose spell shields when walking through the very edge of Yasuo's W - Wind Wall
  • Ahri's W - Fox-Fire wisps and Diana's W - Pale Cascade orbs no longer visually linger in their last known location when Ahri and Diana enter Fog of War
  • Fixed a bug where mini Krugs sometimes died instantly
  • Chain Vest no longer shows Guardian Angel as one of its upgrades
  • SKT T1 Ryze’s broccoli is now properly centered during his recall animation

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Upcoming Skins & Chromas

The following skins will be released during patch 7.10:

The following chromas will be released during patch 7.10:

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1 month ago

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Patch Notes